Dune: Imperium.

Dune: Imperium is one of the top-rated games of all time on Boardgamegeek, currently ranked 6th with an overall rating of 8.4 out of 10 despite having nearly 50,000 ratings, a really unusual degree of agreement on a site where, in my experience, people give in to some of their most pedantic tendencies. The game came out in 2020, in advance of the first Dune film from Denis Villeneuve, from the publisher Dire Wolf, who have also now put out a digital version of the game that is just as superb as the tabletop game itself. (It’s available on Steam, iOS, and Android.)

Dune: Imperium is a worker placement and hand management game with a dash of deckbuilding, and it has a ton in common with Clank!, which is also published by Dire Wolf and comes from the same designer, Paul Dennen. Where Dune: Imperium differs from Clank! is in its higher degree of player interaction; you don’t compete directly with opponents in combat, but you compete to send the most forces to the conflict in each round and are fighting for valuable spaces on the board. There are also asymmetrical player powers and some resource management involving spice and water, giving the game a strong mix of mechanics that blend into one outstanding whole.

In Dune: Imperium, you play as one of several leaders, such as Paul Atreides, and you will play two cards from your hand to place your two agents on the board, activating the spaces to gain resources or another reward, and then use your remaining cards to either buy new cards or to supplement your troops in the conflict in the Reveal phase. Each round has a unique conflict with its own rewards for the player who contributes the most, second-most, or third-most strength to fighting it, with strength coming from troops and cards.

The various spaces on the board allow you to gain water, spice, coins, or troops; to gain influence with one of four Houses, such as the Fremen and the Bene Gesserit, for rewards and victory points; and, in one-time use spaces, to gain a third agent (so you can place three per round, rather than two) and to gain a seat at the Council to boost your purchasing power by 2 in every round. Placing an agent requires playing a card with the correct symbol on its left side, after which you also gain the reward shown on the top row of the card’s lower half.

Once all players have placed their agents, you move to the Reveal phase, where players reveal their remaining cards and use the values on the bottom row for purchasing power or for more strength in the conflict. You might only buy eight to ten new cards over the course of the game, typically one per turn but occasionally two, with the powerful The Spice Must Flow cards worth one victory point apiece. You may also dedicate any attack strength on these cards to the current conflict. The game ends when any player has reached ten victory points, or when the ten-card conflict deck is empty.

As in many such games, like Clank! and the Lost Ruins of Arnak, the cards in your starter deck are not terribly useful, although there’s nothing as useless as the Stumble cards in Clank! are. Upgrading your deck as you play is important, but I would argue that how you use the cards in your hand each turn is at least as important as what you add to your deck, especially later in the game, since you might not even see a card you buy in the last round or two. You do want to build a deck that will maximize your turns – two and then three to play agents, and the remainder for the Reveal. There are a few cards that have the draw power, and there are a few opportunities to trash cards, and those are extremely powerful in a game with just ten rounds at most.

The digital implementation is outstanding – not a surprise, as Dire Wolf is probably the best digital board game publisher out there, and this is one of their own tabletop designs. There’s a great if long tutorial to introduce the game, and during the game it is always clear what moves you may or may not make, along with when you have no choice but to pass to the next phase. It frees you up to focus on the game itself, and, in my case, to trying to finish anywhere other than fourth. The app comes with three levels of AI difficulty, two AI modes, and challenges where some basic rules of the game are altered, just in case you manage to beat the AI on its basic mode. (I was so close to beating the first challenge mode in my first game, and lost 11-10 on the final move. I won the second time.) I actually owned a physical copy of Dune: Imperium, but sold it for charity away after playing the app – I have too many games as it is, and that one wasn’t getting to the table any time soon anyway, while the app is more than enough to scratch that itch.

Comments

  1. is the UI clean enough to play on a phone or does it require a tablet/monitor?

    • I haven’t tried it on a phone, sorry. I’ve only played the Steam version. My only concern would be how much stuff is on the screen, since you have so many possible places for your agents.

  2. Jeremy Roell

    Will this game crack your top 100 this year

    • Yes. Probably not super high because of its length, but it’s clearly a top 100 game for me.